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Brave Desert Sands to Save a Storyteller in the Scheherazade RPG
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<blockquote data-quote="kaltorak1976" data-source="post: 7863834" data-attributes="member: 6861412"><p>Hi everybody, I am Umberto Pignatelli, the author of Scheherazade. </p><p>First, thank you for the time spent reading/reviewing the game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p>Scheherazade was basically born after reading aloud to my daughters the Arabian Nights (the Osborne reduction for children). The setting caught them, and me too (with children I often live again books of my childhood <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, so I decided to design a game that even young gamers (or gamers-in-training) can play.</p><p>We discussed long if setting the game in the real world or in a totally fictional middle Eastern-flavored setting (like 99% of this type of games do). In the end, we decided to go with the real world for several reasons:</p><p>First, the world of Scheherazade isn't REAL historical Arabia. It is the fable-like version of it, like Grimm Brothers tales aren't real german middle ages. This first filter secured us a healthy distance to what could be sensible matters.</p><p>Second, the Arabic culture is so intriguing that we honestly thought that "filtering" it in a flavored setting would not do justice to it.</p><p>Third, The Tales of the One Thousand and One Nights aren't a "real" book: they are a construction and collection of western tales, and they haven't an exact date (they include tales of different places and eras): some of them are pre-Islamic, others fall in the full Islamic era. This is a richness for us which we wanted to use, so we finally decided to go with the real world, placing the game in the first years of the Islamism.</p><p>Fourth, we involved Muslim persons (gamers and not gamers) in the creative process, checking with them all the content of the product to make it not-offensive (and we honestly think we did).</p><p></p><p>About the editing.</p><p>We put great care in editing. We have standardized a five-step process:</p><p>1)First technical editing (non-native speaker)</p><p>2)Native language editing</p><p>3)Layout</p><p>4)First post-layout proofing</p><p>5)Second post-layout proofing</p><p>For the Quickstart, in effect, we used a different version of the file and so it is possible you found some minor typos. Would you like to point them to us?</p></blockquote><p></p>
[QUOTE="kaltorak1976, post: 7863834, member: 6861412"] Hi everybody, I am Umberto Pignatelli, the author of Scheherazade. First, thank you for the time spent reading/reviewing the game :). Scheherazade was basically born after reading aloud to my daughters the Arabian Nights (the Osborne reduction for children). The setting caught them, and me too (with children I often live again books of my childhood :), so I decided to design a game that even young gamers (or gamers-in-training) can play. We discussed long if setting the game in the real world or in a totally fictional middle Eastern-flavored setting (like 99% of this type of games do). In the end, we decided to go with the real world for several reasons: First, the world of Scheherazade isn't REAL historical Arabia. It is the fable-like version of it, like Grimm Brothers tales aren't real german middle ages. This first filter secured us a healthy distance to what could be sensible matters. Second, the Arabic culture is so intriguing that we honestly thought that "filtering" it in a flavored setting would not do justice to it. Third, The Tales of the One Thousand and One Nights aren't a "real" book: they are a construction and collection of western tales, and they haven't an exact date (they include tales of different places and eras): some of them are pre-Islamic, others fall in the full Islamic era. This is a richness for us which we wanted to use, so we finally decided to go with the real world, placing the game in the first years of the Islamism. Fourth, we involved Muslim persons (gamers and not gamers) in the creative process, checking with them all the content of the product to make it not-offensive (and we honestly think we did). About the editing. We put great care in editing. We have standardized a five-step process: 1)First technical editing (non-native speaker) 2)Native language editing 3)Layout 4)First post-layout proofing 5)Second post-layout proofing For the Quickstart, in effect, we used a different version of the file and so it is possible you found some minor typos. Would you like to point them to us? [/QUOTE]
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Brave Desert Sands to Save a Storyteller in the Scheherazade RPG
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